Livin in Meriga: GMEdwin's Gamma World Romp!!!!!

Game Master Insnare

An assortment of True Men, Altered Ones, New Animals and Green Folk look for fame and fortune and the secrets of the Ancients in the Lake Mitchgloom region of Gamma Terra!


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So sorry to see you go... I'm always going to remember those plump corncobs... Those rows of juicy sweet kernels...


Ok, I will start it tomorrow. PLease send me your choice for Cryptic Alliance. We will be starting in the city Ascension on Lake Mitchgloom. Feel free to create a cool backstory for your character.


Hi, please feel free to move into the gameplay thread and we can get started.


So my week has absolutely exploded on me, work-wise, and all my games have suffered for it. It would be terribly rude for me to jump in and start a game when I'm not sure my spread will handle it.

If things settle down, I'll come in with my two-headed wolfman but for now, I'll leave that space open to folks that have the bandwidth. Have fun folks! <3


That is too bad, but if you figure it out, feel free to join us.

We could still use a member of the Green Folk.


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Yes, some nice lush Green Folk would be good.

Oh, and you should open the discussion tab as well.


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Tintoretto!!! No eating the sentient plants!!


I only eat the parts that grow back!


Rolls:
Phys: 3d6 ⇒ (1, 6, 1) = 8 (0)
Dex: 3d6 ⇒ (3, 6, 3) = 12 (0)
Con*: 3d6 ⇒ (6, 3, 2) = 11 (0)
Ment: 3d6 ⇒ (4, 4, 5) = 13 (+1)
Int: 3d6 ⇒ (1, 2, 3) = 6 (-1)
Cha: 3d6 ⇒ (3, 1, 1) = 5 (-2)
Sn-L: 4d6 ⇒ (2, 1, 4, 5) = 12 =11 (0)
MutPower-L: 4d6 ⇒ (2, 1, 1, 4) = 8 =8

Mutations: 1d6 ⇒ 2 (2 phys, 3 ment)

1d100 ⇒ 96 =roll 2 phys
1d100 ⇒ 25 =Energy metamorph
1d100 ⇒ 79 =Telepathy
1d100 ⇒ 34 =Levitation
1d100 ⇒ 81 =Telepathy

additional phys: 1d100 ⇒ 19 =Double Pain
additional phys: 1d100 ⇒ 63 =Photodependent

Is someone doing scout already? That would be kinda funny for a plant...usually scouts hide behind the bush rather than be the bush.


Great... You can make sure to not be beaten around... :)


Cool, getting it together.

Rerolled Second Defect Mutation: 1d100 ⇒ 19 =Double Pain (D)
Rerolled Second Defect Mutation: 1d100 ⇒ 49 =Metamorphosis

Telepathy Duplicate: 2d4 ⇒ (2, 3) = 5
hp: 11d6 ⇒ (5, 3, 2, 5, 1, 4, 6, 4, 6, 6, 2) = 44

edit: woops was supposed to roll plant mutations for physicals...

96: roll 2 more plant
25: Double Pain (D)

19: Chemical Susceptibility (D)
63: Oversized Limbs

19: (D)
49: Immunity

Mutations: Telepathy(x2), Levitation, Double Pain (D), Oversized Limbs, Immunity

...ok think I got that right now.


Oversized Limbs(legs): 1d6 + 4 ⇒ (6) + 4 = 10 =100% bigger
Immunity: 1d8 ⇒ 2 =mental attacks
Domars: 1d10 ⇒ 5 =300
Ride(25): 1d100 ⇒ 46 =no
Read/Write(50): 1d100 ⇒ 4 =no (I couldn't find if high or low for Gamma World percentile rolls)


I was doing lows for percentiles... if you roll under the number you get it, that sort of thing, so I think you can read and write. :)


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Usually when you roll the 1d100 it is the number and lower. You can read but not ride.


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Suddenly, a man bursts into the chatroom. "Roll low systems are an offense before all that's holy! How can you educate your dice if you're expecting one thing outta them for one game and something else in another? You cannot, my friends! There is only one thing more heretical than a roll low system. And that is games that are BI-NUMERICAL! They are an abomination!"

Several figures in black suits grab him and take him away.

=======

So, double telepathy? Very cool. You do need to roll mutant power for each mutation that needs a score. I made the same mistake.


Alrighty, sounds good. It was supposed to be Read/Write 25 and Ride 50, I just typo'ed. So I guess I got both.

MP(telepathy): 4d6 ⇒ (5, 6, 3, 1) = 15 =14
MP(levitation): 4d6 ⇒ (5, 6, 1, 2) = 14 =13
Forgot +2 plant con for hp: 2d6 ⇒ (5, 6) = 11 =44+11=55

Still kind of struggling with a good character RP idea (sorry, can't top corncob), but going Vine for the Stock (succulent was tempting for a Final Fantasy Cactuar-style character). I'm not sure how great being able to use tools is, I couldn't really find anything about tools in the equipment section. I just sort of needed the +DX just to have a useful stat.

Also, any advice on distributing skill points for scout skills? From the example characters in the back, it seems like scores around 5 are normal but that seems super low. Could choosing 3 to do 10/5/5 work out? Wise to put 1 instead of 0 just to make it possible?

Sheet so far...:

Vine Scout
=========
Attributes: (d20+DR <= Score)
PS: 8 (0)
DX: 14 (+1)
CN: 13 (+1)
MS: 13 (+1)
IN: 6 (-1)
CH: 5 (-2)
SN: 11 (0)
=========
hp: 55 (Double Pain: -2 if <half hp, -4 nerves/pain)
AC: 11 // MD: 11 // Health: 11 (Immunity: mental attacks)
=========
mTHAC: 0 // rTHAC: 1 // MHAC: 0
=========
Perception: 11 // Stealth: 2 // Remain Unseen: 2
Speed: 15 (Oversized Limbs)
=========
Ride: yes // Swim: yes // Read/Write: yes
=========
Scout Skills: (20pts) (d20+DR <= Score)
Detect Ambush/Trap
Hunting
Navigate
Tracking
Wilderness Survival
==========
Other Mutations:
Telepathy*: 19
Levitation*: 13
==========
Equipment: Domars: 300


Maybe you'll get more RP ideas when you read through the Cryptic Alliance choices? I found that helped to solidify some of my character goals.

When you choose one, send it to the DM privately.

____

Bi-numerical is an abomination, I agree. Trying to play a 2e game is insane. Roll high for some things, roll low for others... I think the dice get confused. :)

Dark Archive

I heard that you folks were looking for another player? I don't want to do a sentient plant, but if you can forgive that, I'll start putting something together. Probably a mutated big cat.


SUre sounds good. the campaign is still early

Dark Archive

I'll be playing P'Reena, a mutated cougar named for an Ancient deity of felines.

Dice rolls

Physical Strength: 2d4 + 15 ⇒ (2, 3) + 15 = 20 PS 20
Dexterity: 2d4 + 13 ⇒ (4, 3) + 13 = 20 DX 20
Constitution: 2d4 + 11 ⇒ (3, 1) + 11 = 15 CN 15
Mental Strength: 3d6 ⇒ (1, 2, 6) = 9 MS 9
Intelligence: 3d6 ⇒ (3, 1, 2) = 6 IN 6
Charisma: 3d6 ⇒ (3, 2, 6) = 11 CH 11
Senses: 4d6 ⇒ (4, 2, 1, 5) = 12 SN 11

Mutations: 1d6 ⇒ 4
Physical Mutations: 1d100 ⇒ 19 1d100 ⇒ 52 1d100 ⇒ 67 1d100 ⇒ 10
Mental Mutations: 1d100 ⇒ 84

PHYSICAL MUTATIONS
Doubled Pain (D)
Multiple Limbs
Poor Dual Brain (D) Reroll: 1d100 ⇒ 26 Energy Reflection MP: 4d6 ⇒ (5, 6, 6, 4) = 21
Body Change (D) Reroll: 1d100 ⇒ 57 New Body Parts

MENTAL MUTATIONS
Teleportation MP: 4d6 ⇒ (6, 1, 4, 5) = 16

Mutiple Limbs Arms/Legs: 1d100 ⇒ 69 Number: 1d4 ⇒ 4
New Body Parts 1d10 ⇒ 9
Energy Reflection 1d6 ⇒ 4

Read/Write (10%): 1d100 ⇒ 67
Swim (50%): 1d100 ⇒ 34

Domars: 1d10 ⇒ 1

P'REENA
Female mutated cougar Enforcer 1
XP 0/2000

PS 20 (+4)
DX 20 (+4)
CN 15 (+2)
MS 9 (+0)
IN 6 (-1)
CH 11 (+0)
SN 17 (+3)

THAC melee +5
THAC ranged +5
AC 14
MD 10
HP: 15d6 + 15 ⇒ (6, 5, 2, 5, 6, 4, 2, 3, 3, 1, 6, 1, 1, 3, 5) + 15 = 68
Health 12
Use Artifacts -1
Perception 16
Stealth +2
Remain Unseen -1
Speed 26
Robot recognition 14

Makeshift Weapon/Armor 6
Size Up Opponent 6
Claw/Claw/Bite (1d6/1d6/1d6)
Leap 3 meters

Doubled Pain (D)
Multiple Limbs (4 extra legs)
Energy Reflection (heat/fire) (17)
New Body Parts (true hands)
Teleportation (15)
Heightened Hearing
Heightened Smell
Night Vision

Domars: 2510

Okay, here's what I'm seeing so far. P'Reena is a centaur-like being with six legs, two arms with hands, and a cougar's head. Her body is covered in tawny fur. She isn't terribly bright, but is very strong and dextrous, and is headstrong and impulsive. I'm making a conscious decision to ignore her Swim roll and say that she cannot swim and her unique configuration prevents her from riding.

Is this acceptable to you, GM? If so, I'll build her sheet and equip her. I'll also send you a PM with her Cryptic Alliance.


P'Reena is sort of like a displacer beast!


I like it!!!


Great! I'll get her put to a sheet today.

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